// in a situation where a win can be forced, the AI must always force it
        public void PlayerAIAlphaBeta9_WinnableState_AlwaysForcesWin()
        {
            // Arrange
            Player alphabeta1 = new PlayerAIAlphaBeta('X', "AlphaBeta 1", 9);
            Player alphabeta2 = new PlayerAIAlphaBeta('O', "AlphaBeta 2", 9);

            // Act & Assert
            bool?[,] board;
            for (int i = 0; i < iterations; i++)
            {
                board = new bool?[, ] {
                    { true, null, null }, { null, null, null }, { null, false, null }
                };
                Assert.That(TestsMain.SimulateGameFromState(alphabeta1, alphabeta2, true, board), Is.Not.EqualTo(-1));
            }
        }
示例#2
0
        // in a situation where a win can be forced, the AI must always force it
        public void PlayerAIMinimax9_WinnableState_AlwaysForcesWin()
        {
            // Arrange
            Player minimax1 = new PlayerAIMinimax('X', "Minimax 1", 9);
            Player minimax2 = new PlayerAIMinimax('O', "Minimax 2", 9);

            // Act & Assert
            bool?[,] board;
            for (int i = 0; i < iterations; i++)
            {
                board = new bool?[, ] {
                    { true, null, null }, { null, null, null }, { null, false, null }
                };
                Assert.That(TestsMain.SimulateGameFromState(minimax1, minimax2, true, board), Is.Not.EqualTo(-1));
            }
        }